Forum Archive

Go Back   3D Realms Forums > 3D Realms Topics > Duke Nukem > Duke Nukem 3D Modifications
Blogs FAQ Community Calendar

Notices

 
 
Thread Tools
Old 01-16-2009, 01:12 PM   #41
DeeperThought

DeeperThought's Avatar
Re: EDuke32 hub maps
Quote:
Originally Posted by Sang View Post
Well that worked. Pretty cool. I guess it would be pretty silly to post criticism because it's a prototype (I guess) but I suppose it can't hurt: Map changes are a bit abrupt.. and when you destroy a sprite in one map, it'll still show up in the next. Obvious issues but hey

Still it'll prove handy in the future.
That's not a bug. Sprites in different maps are....sprites in different maps. Sprites that can be destroyed should not be in plain view of a sector that transports the player to another map. It was useful to have them that way for debugging, but no mapper with any sense would place the sprites that way in a serious map.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 01-16-2009, 01:36 PM   #42
HellFire

HellFire's Avatar
Re: EDuke32 hub maps
Thats is great, Thanks DT! Ill surely use this in my mod. (you will have the propper credits dont worry)
__________________
|NG|HellFire - Duke Nukem Brasil: www.dukenukem.com.br
HellFire is offline  
Old 01-16-2009, 02:18 PM   #43
Sang

Sang's Avatar
Re: EDuke32 hub maps
I didn't say it was a bug but just a piece of criticism. Would it not be possible at all to work some CON coding on it to avoid that "problem"?
__________________
traB pu kcip
Sang is offline  
Old 01-16-2009, 02:23 PM   #44
DeeperThought

DeeperThought's Avatar
Re: EDuke32 hub maps
Quote:
Originally Posted by Sang View Post
I didn't say it was a bug but just a piece of criticism. Would it not be possible at all to work some CON coding on it to avoid that "problem"?
The game doesn't know which sprites in one map are supposed to be "the same sprites" as ones in a different map. So all the sprites would have to be tagged somehow so that my code could tell that they were supposed to be counterparts. Then, when the player moves from one map to another, the information about the status of all the counterpart sprites somehow has to be transferred and then the sprites in the next map have to be changed, moved or deleted accordingly. That single feature -- which is really unnecessary, since the transition points can be in dark alleys or hallways -- is harder to deal with than the entire existing mod. The only reason you think you want it is because of the way the demo maps are designed.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 01-16-2009, 02:23 PM   #45
Sang

Sang's Avatar
Re: EDuke32 hub maps
Fair enough.
__________________
traB pu kcip
Sang is offline  
Old 01-16-2009, 03:03 PM   #46
darkcaleb51

darkcaleb51's Avatar
Re: EDuke32 hub maps
If it's possible that the loading screen needs to be different everytime it loads a new location like in half life
darkcaleb51 is offline  
Old 01-16-2009, 08:01 PM   #47
Dr. Kylstien
Re: EDuke32 hub maps
Quote:
Originally Posted by darkcaleb51 View Post
If it's possible that the loading screen needs to be different everytime it loads a new location like in half life
If you're willing to code it, it can be done.
Dr. Kylstien is offline  
Old 01-16-2009, 10:40 PM   #48
hightreason

hightreason's Avatar
Re: EDuke32 hub maps
hmm, so say these sprites were tagged - would that mean that if you tagged 2 the same in different maps, doing something (e.g. Breaking) 1 would affect the other.

By the way, i like this idea.
__________________
High Treason
(My Website) (Second Site) (My YouTube)
Punk's not dead - and nor is Duke!
Ever get the feeling you are being ignored?
hightreason is offline  
Old 05-05-2009, 01:15 PM   #49
DeeperThought

DeeperThought's Avatar
Re: EDuke32 hub maps
Quote:
Originally Posted by DeeperThought View Post
About six months ago (shortly after this thread was started) I made a mod which implements the EDuke32 map caching feature. I didn't release it until now because it didn't seem very urgent. Well, it still doesn't, but last night I felt like putting some finishing touches on it and now I'm releasing it.

Using this little mod, you can make maps that connect to each other like in the Half Life series, or you can make an old-school style hub system like in Hexen. Just extract the attached stuff and drop it into your EDuke32 directory. The only thing it really needs to make it work is the EDUKE.CON, but it also includes some simple test maps and the documentation. The effect is simple to make in mapster and only requires using some SE's with special tags. This mod is intended for mappers and modders; casual players will find nothing of interest here, since the included maps (by Gambini) have no gameplay.

This is not part of Duke Plus, it is a standalone mod. It can pretty easily be integrated into other mods, though. Modders are welcome to do so providing that they give credit.

Attachment 10431
I'm bumping this for the benefit of any mappers out there who tend to run out of walls. I can guarantee you that the wall limit of 16384 is not going to be raised (at least not any time soon). There are some good reasons for this which I won't go into.

Now, I don't expect that someone with a nearly finished map is going to want to split it up at this point, but if you start a map in the future you may want to consider the map caching feature.

TerminX added this capability to EDuke32 because some people have said they wanted it over the years. I made this simple little mod that allows mappers to easily use the feature because I thought people wanted it. But no one is using it or gives a shit.

So I hope you all do understand why programmers are sometimes reluctant to add new features like this.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
Old 05-05-2009, 04:16 PM   #50
ReaperTK
Re: EDuke32 hub maps
I was actually really excited about it back in august when the thread was started. But since there weren't any examples of how it worked or anything about it in the wiki, I lost interest. Thanks for the demo. I'm definitely going to use it.
ReaperTK is offline  
Old 05-05-2009, 04:33 PM   #51
Nimoy

Nimoy's Avatar
Re: EDuke32 hub maps
I appreciate your work, DeeperThought. But I would also take into account there are only about 2 or 3 real mods under construction.
__________________
The feeling is definitely there. It's a new morning in America... fresh, vital. The old cynicism is gone. We have faith in our leaders. We're optimistic as to what becomes of it all. It really boils down to our ability to accept. We don't need pessimism. There are no limits. We dont just want to survive, we want to succeed. - President of the USA, "They Live"
Nimoy is offline  
Old 05-05-2009, 04:47 PM   #52
Lord Misfit

Lord Misfit's Avatar
Re: EDuke32 hub maps
I suppose I should mention I have ported that code to NR, but as many have said, there's not been enough general use of it by others for me to get a good idea of how to use the code extensively beyond what is already there, not to mention the method is giving me some external troubles with gamewide tallies where reentering a level causes tallies that should've been set one time only on the maps first load to set again, throwing off the tally from what it should be each time the map is reentered, not to mention somewhat uncommon glitches where I enter a map permanently shrunken for some reason.

It's as some said, there's not yet enough examples of it or people using it yet. :\
__________________
http://www.zxdware.net/NR/ - Naferia's Reign: Invasion of the Dark Mistress. Version: 5.15.07152009
NR:IotDM's next release [5.16]: ?
Lord Misfit is offline  
Old 05-05-2009, 05:40 PM   #53
DeeperThought

DeeperThought's Avatar
Re: EDuke32 hub maps
Quote:
Originally Posted by Lord Misfit View Post
not to mention the method is giving me some external troubles with gamewide tallies where reentering a level causes tallies that should've been set one time only on the maps first load to set again, throwing off the tally from what it should be each time the map is reentered, not to mention somewhat uncommon glitches where I enter a map permanently shrunken for some reason.
But you're talking about difficulties incorporating the code into your own mod, which already has a ton of stuff. AFAIK, it works fine as is.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
DeeperThought is offline  
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:19 PM.

Page generated in 0.09010506 seconds (100.00% PHP - 0% MySQL) with 19 queries

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.

Website is ©1987-2014 Apogee Software, Ltd.
Ideas and messages posted here become property of Apogee Software Ltd.